Relative velocity and closing speed
Explains relative velocity and closing speed in physics simulations, including vector projection and examples for computing approach rates between objects.
Explains relative velocity and closing speed in physics simulations, including vector projection and examples for computing approach rates between objects.
Build a Geometry Dash clone using Phaser 4 and TypeScript with a custom physics engine, focusing on cosmetic rotation and deterministic gameplay.
A blog post about a PICO-8 mini-game called 'mossballs', discussing game development constraints and AI heuristics.
A 20-year retrospective on web gaming history from Flash to HTML5, WebGL, and WebGPU, as documented by a game development blog.
A reflection on a 30th college reunion, discussing AI anxiety and nostalgia for a student-built multiplayer Tetris game called BattleTris.
A developer recounts creating a Game Boy game over 30 years, using AI coding tools like Claude Code without writing code, reflecting on tech evolution.
Analysis of marketing strategies for the indie game Niche, focusing on outreach to science channels.
A monthly tech roundup for April 2026 covering GitHub outages, Vercel security holes, Copilot issues, Anthropic drama, and npm malware, plus music and link recommendations.
A fun R programming tutorial for creating a desk plant simulator game with ASCII art and daily care mechanics.
Step-by-step guide to setting up a Phaser 4 project with Vite and TypeScript using the official Create Game App tool.
Exploring minimalism in game development using Lua and the LÖVE engine to quickly prototype a 2D game with LLM assistance.
Building a headless SameGame engine in TypeScript with Phaser 4 for rendering, featuring a clean separation of logic and visuals.
A father describes how his 8-year-old daughter used AI to 'vibe-code' a video game featuring Michael McDonald and dancing penguins.
Explains why using simple on-screen elements like cubes is crucial for prototyping in app and game development before adding polished assets.
Explains a greedy algorithm to convert dense tile-based collision maps into optimized axis-aligned rectangles for efficient runtime collision detection.
A tutorial on creating a planet gravity platformer prototype using Phaser 4, Arcade Physics, and TypeScript, focusing on dynamic gravity rotation.
Explains QuadTrees, a spatial data structure for optimizing 2D spatial queries in games, simulations, and interactive applications.
A developer shares the creation process of 'Code Wave,' a 2D word-collecting game built with Phaser and JavaScript for the GitHub Game Off 2025.
Explores building a 'no-code' game integration using a JSON-based augmentations system within the Puzzmo API and app infrastructure.
A developer reflects on game development lessons from a Factorio modding project, emphasizing small iterations and playtesting over long, grueling development cycles.